[Play Saunavihta Vortex] Game Description: We are back in Finland and it’s as cold as before and you still have to get to the sauna in this physics game, this time you have machinery and teleporting vortexes to your help. | Saunavihta Vortex is a unique physics, puzzler that will keep you think on how to complete each level. Complete each intricate level and reach the sauna, as you trek through Finland’s freezing climate in this adventurous and puzzling game.

[Play Robot Wants Ice Cream] Game Description: In this epic finale to the Robot Wants series, Robot and Puppy are heading to Happy Ice Cream Planet for a treat. When they arrive, things are not as they had hoped! | Oh, man what can I say about this series so far, insane is all I can call it as we’ve watched Robot’s obsession with everything from kittens to ice cream become full-fledged, puzzling adventure games, with a unique and strong storyline, unlike any other. In this episode, “Mr. Mittens” in gone and now your robo-dog sidekick is by your side in attempts to help you collect your delicious ice cream treat!

This was a game unlike the previous episodes, there were multiple boss fights within the first few minute of play, consisting of simple attack and low health points, but still retaining the boss feel to them. Because the actually large number of boss battles existing in RWIC (You don’t mind if I abbreviate it to that do you? You don’t? Great.) non of them actually head a real difficulty factor, considering that you practically had infinite health points (or the fact that they didn’t really matter) because once you die, you respond right next to the boss and it has the same amount of health points as you last fought it. Right there I saw that as a small flaw the difficulty right there, for one by creating that opportunity for people to come back to a boss with minimum health points (from when you last fought that boss), it allows them to fight the boss in increments of different heaths points. (Note that this only works when you respond next to the boss.) The enemies were taken care of like a knife through butter, because of the plasma bolt upgrade I was carrying around a giant shotgun for most of the game, especially early on, which eliminated most of my enemies in a single burst of the good old plasma bolts. Overall, the difficulty was questionable, it wax simply an easy game, though that didn’t cut the fun factor in any way, considering most of the time you weren’t aiming on beating enemies, but instead you were keeping your eyes peeled for the tasty ice cream treat!

A confusing part about RWIC early on was the robo-dog that accompanied you, at first I believed that you cannot leave robo-dog behind, but later I learned that you could and then he would re-appear by your side, if he fell off the screen, that created some confusing early on whether you could leave him behind or not. Overall, the game focused on you finding upgrades, that allowed you to pass onto more advanced section of the game, such as collecting the “increase double jump height” bonuses or the “flying” bonuses that insured that you had the proper upgrades in order to complete the following scenarios.

Not to bash the series here, but has anyone else realize that it’s the same game over and over, but just with a different objective, heck, the game is fun and enjoyable, but I haven’t seen a ton of progress produced within the saga. All I’m saying, is try to differentiate one game from another; Robot Wants Fishy came out August 24, 210, Robot Wants Ice Cream came out today (September 24, 210) approximately one month later and I’m not seeing the significant progress I wish to see with a saga like this. From the untrained eye, it can look like the developer is doing all of this for money, hey, he could be, but I’d like to think, that he was simply rushing the game too much and didn’t make the game significantly different from the rest of the series. Take the legendary Super Mario saga, every game, they come out with exciting new features, which is what I’m arguing, is that the “Robot Wants…” series has failed to produce that. Overall, I wish to see the developer work on the small, new features more than the same concept over and over.

Robot Wants Ice Cream

The art was phenomenal and as always, portrayed a retro or nostalgic feel. The only game art that I could compare this to, would have to be the prequels themselves, whereas the art style is very unique and overall, beautiful. I especially liked the animation, everything came to life, robots quickly maneuvering across the screen, bullets flying in all direction, there seemed to be, that there was a lot going on and made the game seem action packed and exciting! Overall, the art was amazing, I really liked all of the detail displayed and I hope to see more later on in the artist’s career.

The background music was actually relaxing, yet action provoking and mysterious all juggled in one song, but that is only below the surface of the mysterious world you are exploring, on the surface, it’s all energy and sunshine that could wake you up in the morning faster than a ice-hold pail of water thrown at you and could make you act like the “Energizer” mascot. One thing that I’ve also found interesting about RWIC and actually of its prequels is that music changes based on your location, for example, the last “Robot Wants…” game that I play included probably around four sound tracks, all changing based on your location. RWIC is actually one of the few games that I recognize as blending background music and sound effects perfectly together, created perfect listening to a magnificent game. Overall, the sounds were wonderful created the perfect listening experience!

A difficulty ramp was impossible to obtain in this game, looking at it from its current states, with RWIC’s belief in free-roam, they, themselves deleted the entire process of a difficulty ramp. There are several things that I love about free-roam games, one I get to go practically anywhere I want, whenever I want, and two I feel that I have more control over how the game is played out. I could probably think up of a couple more, but you can grasp the concept, like it says, it “free” roam and allows you to do whatever you want, but still have a goal in mind of your current objective.

RWIC had a little bit of replay value, but nothing that I would commit to if it was up to me. There were 10 in-game achievements, most of which I can guess how they are earned, but there isn’t a lot that persuades me to collect those in-game achievements. Maybe I should be talking about how there isn’t an incentive to collect those in-game achievement, but merely my lack of understanding and uncertainty on how to collect those achievements that is discouraging me to say that there is an incentive, whereas I don’t feel the urge to collect them. Either way, there is a ton of replay value, besides my own lazy claims that there isn’t enough incentive to collect them, unless you want to.

All in all, Robot Want Ice Cream was an amazing game, that will get you hooked (but if you haven’t play the prequels, then you might just want to play those first as there is a bit of storyline associated with the other titles.) The difficulty wasn’t a strong as I had hoped it to be, whereas I felt like I was carrying an over-buffed weapon around (with a shotgun-like spread) that could tear through anything. The difficulty ramp itself was non-existent, considering it was a mainly free-roam game that allowed you to create your own path throughout the game (which I really liked!). The art itself was absolutely terrific and I love the retro look! The sound was really energizing, yet the music depends on your location throughout the map, the lower levels have a more dark mysterious tone, which, above the ground there was this fast-paced, energizing music, yet both were equally beautiful! The replay value was a strong-point for Robot Wants Ice Cream, and allowed users to have a reason to continue participating in the game. Overall, Robot Wants Ice Cream was an absolutely sublime game and I’m sure you’ll think so too, so check it out and leave a comment below with your opinion on the game! [Play Robot Wants Ice Cream]Walkthrough by Sanitars (Xarthok on Kongregate) on Youtube.Medal/In-game Achievement List

Mmm, Ice Cream: Get ice cream!Rocket Robot: Get ice cream in under 20 minutes.Mad Mad Mad Mad Robot: Get ice cream in Madcap Mode.Pacifist Robot: Get ice cream without harming more than 20 enemies.Roboticus Maximus: Get all upgrades.Mekacide: Destroy 250 mekazoids.Boss Bash: Destroy all the bosses.Mad Boss Bash: Destroy all the bosses in Madcap Mode.Super Duper Combo: Get a 15x Combo without the Nanoswarm’s help.Mad Bananas: Get the bananarang.

[Play Rune Hunt] Game Description: A unique mix of pixel graphics with dynamic light and shadow. Hungry eyes watch from the shadows. The flickering light of a butterfly is all that keeps them at bay. Run for your live – and sanity! |Take control of your character and search for your father’s new find as you probe the vast cave, be aware of monsters also to stay alive! View the OFFICIAL Walkthrough on ArmorGames.

Gil is currently in beta testing, you must be a beta tester to access this game. The password is “doublerainbowalltheway” or you can access the game here.

[Play Gil]Game Description: Gil is a nifty, little platformer in which your goal is to retrieve the light-bulbs stolen by the evil robots in order to relight the lighthouse. Take control of your character and travel through treacherous caves and deserts in order to retrieve all of the light-bulbs and save the lighthouse! Move your character with the arrow keys, using the WASD keys will kill you (“d” automatically restarts the level, hence “killing” you.)

Gil is your not-so-average platformer, because of it’s heavily influenced puzzler theme, which allowed the game to expand in any direction possible. Every level it seemed, you were introduced to a new item that effected the gameplay, and over time it became a mass a creative levels built upon several items, such as springs, switches, ect. I noticed that Gil used a concept only used by a couple of games, despite its everlasting popularity, which is when two characters are places on a screen in two different rooms, in which you control both characters at the same time, to most of the time, reach two separate exits. Instead Gil adopted the idea that this second character should be a puzzler himself, whereas he would affect your performance in the opposing screen. I’m having a bit of trouble explaining this, but take for example the caves, level six, whereas you had to focus on one room to save the guy in the other room. I really liked that take on the average idea of that focus, Gil took concept that we all new and then added a small spin to it. The enemies were a ig part of the game that influenced your decisions, not to mention that many of them were tough, especially the homing rockets, which made you cower in fear in the nearest corner, until you worked up the courage to pop out and run for it! Overall the difficulty was perfect and kept you on your toes.

The only let down of this game were the controls, users were not allowed to move with the WASD keys, while I am default arrow keys and quite ambidextrous, it just seems to me that there was a major control flaw for the default WASD people out there. The reason why there was this control flaw was because the “restart level” key was “d” which in the game translated to “die”, I feel that some other key could easily take the place of the “d” for this scenario and then the developer could add the WASD key option. Another small flaw that I noticed, (which is a flaw in my book, but not necessarily a real flaw) was that if you step and inch off the map you automatically have to restart the level, in my opinion, I want to see it changed up a bit, whereas you would help to step further off the amp, since I’m jumped off the map for a millisecond. Besides the minor control flaw, Gil, was heavily puzzle based, you might want to glance at the level a couple of times before making your first move and check the map to see if there is any duplicates of your character.

The graphics were absolutely beautiful, I loved the pixel art, (like I do all) and the simple designs that were in place that created a truly amazing scene. I really loved how simple everything was portrayed as! The only thing that I would change if I was the developer is making the lava in the caves act like it is flowing, currently, it pretty static and I would like to see some sort of animation going on to make it more lively or animated. Overall, I would have liked to see a more lively scene, but nothing over-dramatic, just things such as rushing lava or clouds; basically little features that make the scene more realistic in my mind, but as of right now the art is fantastic and I love it!

I really enjoyed the music, it reminded me of the good old days of playing Animal Crossing for the GameCube, those were the good days and for those memories to be revisited just by music is an incredible experience, not to mention that the music was simply relaxing, easy-going and was overall beautiful! One thing that I liked best about the music would have to be that the music or song changes and differs based on what location you are currently at and all of the music is beautiful. All in all, the music was alluring and beautiful and I could listen to it forever!

The difficulty ramp seemed jagged at times and was unpredictable. Take, for example, the differentiation between the last level of the forest and the first level of the desert, I personally had a tough time adjusting to the suddenly new gameplay and I would have liked to see the gravity shifts be introduced more slowly into the game to ease players into the idea and then ultimately lead up to that level and more. Either way, the difficulty ramp remained at a good tempo for most of the game, but had a few spikes here and there, but nothing that I couldn’t overcome, with a little more effort.

I didn’t notice much replay value, besides the length of the game itself. Hopefully, when Gil comes out of beta then we will see advances such as in-game achievement or some sort of leader board (both wouldn’t be half bad either!) that would bring users back to play the game again and again, making them want to achieve something besides beating the game itself, but to earn something along the way that will be some sort of incentive to beat the game or go beyond it. I’m hoping to see this game uploaded onto Kongregate, whereas I believe with some many options the developer will add the Kongregate API and hopefully create somewhat of a small community with competing scores. Overall, there is a ton of room for improvement in the field of replay-ability and I hope to see this game grow and evolve in that department to encourage users to come back.

All in all, Gil was a completely amazing, pulchritudinous game that you’ll love if you’re into puzzles and platformer fun! This was a game that was heavily influenced by a puzzle theme, that’ll make you think before you make a move on any level! The best part of this game is that it is still in beta, which I hope to see this game even further its potential to be great. Overall, the difficulty was perfect and you didn’t come across a puzzle that was too complex or too difficult, but instead all of the levels were fun, exciting and interesting and got me hooked and hopefully you too! The only major flaw that I noticed in this game was that it wax impossible to use the WASD keys and I’m sure a few people will find the game, then, impossible to play. One of my favorite part about Gil was the art, it was simply beautiful and retro (pixelated) looking, which I always love to see utilized. The sound was magnificent and was relaxing, most of all it reminded me of Animal Crossing, which I absolutely adore. The difficulty ramp seemed a bit off a times, but overall it was fairly good and allowed the user to ease into the game, but there were a few bumps in the road. The replay factor wasn’t as strong as I had hoped for, but I can only imagine that the developer will try to fix that in the near future, with incentives such as scoreboards or in-game achievements. All in all, Gil was an amazing game and is currently in beta, but you can get in with the code: “doublerainbowalltheway“, so if you have the time, be sure to play Gil and maybe give some feedback to the developers. [Play Gil]

[Play PC.Defense] Game Description: PC.Defence is a strategy game with an exciting pixel art graphics combining classical tower defense gameplay with inconvenient story line. Evil viruses are coming out from U.S.B stick to destroy your hardware. Protect the central processor using your savvy and upgradeable anti-virus software at your disposal. Six different anti-viruses with 4 upgrades each and special boosters are available to help you to achieve your goal. But take care! It’s only a 64 bits processing unit and every virus destroys one bit if it slips through!

This is an almost endless defense game (in other words there were a ton of waves for each level!) that is based on how long you can survive against hordes of viruses that swarm your base, or central processor. In PC.Defense, you are allowed to choose your own difficulty, but at first encounter with the game you must start with easy mode and then advance onto the more difficult levels and modes. Easy mode starts you off with some of the weakest enemies, but soon you advance onto more advance enemies, but still nothing that you should have too much of a trouble with! After completing the easy mode you move onto different level, participants of medium and hard mode. The only small flaw I saw in how this game’s difficult was set up, in terms of having to advance onto or advance levels, is that fact that you cannot transfer these game files onto a different computer. I wouldn’t be complaining about this, if the first level was fifty or so waves, but because it is, I really would see myself use another computer to complete this game, if in fact I necessarily had to. Overall, the difficulty was great, it kept you on edge and made you focus on upgrading your anti-virus arsenal for the oncoming waves.

During the game, I could not stop thinking about how long the levels were! It’s not that I don’t like the game, it’s excellent, but the fact that, the game portrays this feeling that the levels needed to be that length to make up for the lack of levels made it feel cheap and too minigame-ish for my liking. I would have liked to see a cluster of levels in the easy mode, another cluster for the medium mode and finally another cluster of levels for the hard mode, whereas there could possibly be up to 5-10 levels per mode. I would have minded for the levels to be longer in that scenario, whereas there were a larger collection of levels, but in its current states, the game feel cheap, like I previously said. I would compare the game to Mushroom Revolution, whereas you better be prepared to play for a while before getting past level one (no offense to either groups)!

PCDefense

The graphics were insanely beautiful and the pixel art was mind-blowing. I love the idea that you are defending inside of a computer and it looks so, how do I put this, “computery”. Heck, I don’t know what the inside of a computer looks like, but I can imagine that it looks somewhat similar to what is portrayed in PC.Defense and I believe PC.Defense has nailed t perfectly, at least from my perspective of someone who has only seen a couple glimpses of the inside of a computer. The computer theme to me, just gave the game an odd, realistic value to it, even though it isn’t meant to be portrayed in that manner, but the idea itself could be counted for this sort of realistic, every day scene.

PC.Defense is a game that definitely focused on its sound effects. In my opinion, I love sound effects and when I see a game utilize them perfectly it can be truly amazing, but this was not the case in PC.Defense. Instead the sound effects (in my opinion of course) were annoying and seemed loud and screechy and with multiple anti-virus guns going off, it wasn’t close to anything harmonious. I’ve seen this to be an issue in many of the tower defense games, whereas developers feel the need to focus on sound effects, which is terrific, but instead they utilize them incorrectly and the users will be sure to turn down the volume on their headsets or computer. If I was a developer, I would mainly focus on less screechy sounds, or many scratch that idea and replace it with some sort of music, either way, the screechy annoying sound effects have to go!

The difficulty ramp was hard to determine, you could say it was perfect, which it practically was, but I don’t know if you can truly base that off of three levels, as I explained earlier, I would have liked to see more levels incorporated. As of right now, the difficulty ramp is flawless, but there isn’t much to say about it, since it’s hard to mess up a three level game (I’m always looking for flaws to exploit aren’t I?). Either way, you can’t argue that those three levels exhibited were in a perfect difficulty ramp, whereas the user could be introduced to the game in the first level and then gain more confidence going into the following levels as they are more acquainted with the game.

Replay value was one of the strongest points of this game. There were eight-teen achievements total, which should probably be earned between the time that you start the game with the easiest mode, to the hardest mode. I would have actually liked to see those achievements be a little more unique or difficulty, but atlas the game appeared to be more of a minigame, based more on scoring higher than the next guy over than actually focusing on the gameplay. Besides those easy achievements, there was also a highscore board, courtesy of Mochi, which allowed users to compete against one another with online scores produced from each level. In addition, there was also the Kongregate API established, whereas users to also compete with their scores in a little friendly competition. So, overall there was a ton of replay value and you’ll be back if you liked the game!

All in all, PC.Defense was an absolutely amazing, sublime game that all tower defense geeks will love! The difficulty was pulled off perfectly and the same goes for the difficulty ramp. I would have loved to see more levels though, there being only three levels, it was exactly as much as a complete, full-fledged game as it was to be portrayed as a minigame. In my opinion, I would have loved to see up to ten levels per mode, then I would be obliged to consider it a complete game. I really enjoyed the graphics, I loved the pixel graphics along with the idea itself, of fighting viruses off with your anti-virus arsenal. The sounds got annoying after a while and I believe the developer should inherit or replace the current sound effects, with something less scratchy and screechy or completely replace the game with some background music. The replay value was tremendous, especially with all of the achievements and online scores boards, the replay value was endless with different opportunities. Overall, you’ll definitely need to give PC.Defense a try and then leave a reply below about what you think about the game! [Play PC.Defense]

Game Description: A platform puzzle game with a weird mechanic. You have the ability to save your momentum at any given moment, and return to it later.|Take control of your robot in order to complete all of the levels in this difficult platform puzzler, take it up a notch with the challenge levels.

[Play Museum of Thieves] Game Description: This beautifully illustrated game, based on the book MUSEUM OF THIEVES by Lian Tanner, is about a museum unlike any other. Only the cunning mind of a thief can understand it’s strange, shifting rooms – and it can be VERY dangerous if it gets upset.| Take control of your thieves on their journey to discover and learn more about this perplexing museum!

This is an absolutely amazing, kind of matching/difference game, based on the novel Museum of Thieves (which I have yet to read). Museum of Thieves (the game) is based entirely on a difference theme, where two identical (as they may seem at first) images are placed side by side and then you must exploit multiple differences in each image, that does not appear in the almost identical image. The game itself was quite easy, almost too easy, but there were a couple of levels that stumped me for a bit, but overall, most of these puzzles were on the easier side, which is fresh for a genre that usually has tough puzzles, as opposed to simpler, and easier ones as displayed in Museum of Thieves. I would have liked to see the game be a bit tougher, like some people have said, (and I’d have to agree with on some points) that some of the differences are just too obvious, and that some levels have felt like speed-runs, this is directed at some levels, not all of them, but those do feel like small flaws from my eyes.

This is a game where you’d be best to keep your eyes open and watch out for possible differences between images. The music and game itself produced a rather mysterious theme (slightly due to my lack, of never reading the book!) and allowed you to wonder “what’s going to happen next”, which created this presence, that made you, not only to want to complete the game, but learn more about it and in my case, could urge you to read the book to get some background knowledge of what’s actually going on.

Museum of Thieves

Graphics are an essential part of any difference game, and in my opinion these graphics displayed in Museum of Thieves was absolutely amazing and could rival with some of the best graphics displayed in cartoon like style and design in my opinion). One thing I liked about the graphics were their overall complexity and design, it was absolutely beautiful and you could image these pieces being in paintings and such. Graphics, being an important part in any of these difference games, I’d have to say the artist pulled these visuals off perfect and set an amazing scene for the game!

The sounds were enchanting and made you feel as though you were there, in the game, reliving the experience, once described only in words. The music was calming and was so beautiful in my opinion! Even after a long extent of time, the music did not get annoying, mainly because I liked the music and enjoyed it, but at the very least you could argue that it was a fairly long loop and worked well with the game to provide a unique and magical experience, nevertheless.

This is a game that did not believe in a difficulty ramp, nor was there actually a need for one, the game was fun and unique all by itself and I believe a difficulty would be nearly impossible since the game is based on you being able to tell the differences between one image and another, but with a couple of dramatic changes to the gameplay it would be possible, but I highly doubt it would be as fun, nor would it be as interesting with the concept itself (taken from a novel) without disrupting the time it took to understand the concept or ideas and maintain a consisted difficulty ramp. Overall, Museum of Thieves does not have an apparent difficulty ramp, but in my opinion a difficulty ramp would ruin the enjoyability of the game.

Replay value, was non-existent in this game, you could argue that the game was fun and unique in its own way, but what I’m looking at, is what is going to bring back the average user, that had moderate fun playing the game, had liked, but in turn isn’t going to come back, unless there is an incentive to come back. In my eyes, there is nothing that is going to bring that user back, unless some sort of incentive is added, maybe high scores, the Kongregate API, anything that could make the user come back, maybe in-game achievements? I would see any of those ideas that I listed as a major incentive to come back for the average user off the internet.

All in all, Museum of Thieves was a beautiful, mysterious game that allowed my imagination run wild in a world of a museum unlike any other, only understood by thieves. The difficulty was too challenging and I wouldn’t have mind to see it a bit tougher, but if the difficulty was to be bumped up to high, I don’t believe it would have the same addictive value to complete all of the levels. The game itself provided a surreal feel to it, displayed with a combination of it’s art and music. The visuals were terrific and had to be some of the best I’ve seen displayed in a casual game in a long time. The background music really put you in the scene and allowed you to feel as though you were there in the game. Difficulty ramp was definitely not apparent, from my eyes, but if a difficulty ramp was to be added I feel it would lower the quality of the game and make it less addictive. The replay-ability value wasn’t apparent and some sort of system, I believe, could be added to make more incentive for users to come back, maybe some sort of achievement system, high scores, anything that could make a user come back would be terrific and would improve the quality of the game. Overall, Museum of Thieves is absolutely beautiful game and if you have the time, you’d be smart to play Museum of Thieves! [Play Museum of Thieves]

Game Description: Scary point-and-click adventure game, help find the secret person helping you with your uncle’s mysterious disappearance. | Look into the mysterious disappearance of your uncle in this unique point and click mystery game in attempts to rescue your uncle. Finder Seekers is entirely controlled with the mouse and is user friendly.

[Play Visible] Game Description: What you may not see can certainly still kill you.| Take control of a stealthy, assassin-like character on your journey to complete the campaign missions in this platform puzzler. This game will not only your perception of the normal platformer, but will also challenge you with objects that are not necessarily there, but in a reflection or interpretation of your world.

This is a game based entirely on platform, puzzler theme, whereas you must focus on both interpretation of your world, based on a mirror-like effect, that is altered from it original form, to not only challenge your with one world, but two unique individual worlds. While this game was also based on a platformer world and concept, what really stood out to me was the puzzler contribution, which isn’t necessarily unique to the genre, but “Visible” almost made it seem that way, where the rooms were symmetrical (not all of the rooms) but included items that you had to avoid and maneuver around. The levels overall focused on a puzzler theme, but also relied on their platformer concept to make the game more difficulty and intricate. The levels overall were quite difficult, but that was produced by me not paying attention to the reflected level on the bottom of the screen. See, the game relies heavily on the reflected screen to make it more difficulty, with out the reflected screen I seriously doubt the game would be as difficulty nor would it be as fun and puzzling, so you better pay attention to the bottom screen, or you’ll end up dead and surprised as how.

Visible is a game that made you focus on the small details and you always thought twice and glanced at the reflected room before making a move. I’ve caught myself not glancing at that second room a couple of times, and it has always lead to my death/downfall. Because of that second room it add a puzzle factor, would I say that, if that second room did not exist that there would be no puzzle factor at all? The answer, is yes, there would be absolutely no puzzle factor at all without that second room, that you always had to check before moving and search for the differences between the two rooms. Besides that, a couple of awesome things that I think the developer did to improve the game, was adopting the arrow and WASD controls, you wouldn’t believe how many people forget that and then make the arrow default people suffer (though I am ambidextrous).

Visible

I really loved the graphics for this game; they were pulchritudinous and held a realistic value to them, especially the stealthy game character himself, which looked like it could be featured in a Xbox game, or some professional development team/project. If I could change anything about this game, it would be the walls, they were too simple and the city background just made it feel cheesy, but only due to the walls not looking realistic enough to fit with the background (beautiful background by the way). The items themselves were beautifully crafted, but once again the simple walls almost ruined them. Overall graphics were pulchritudinous, but the walls have to be replaced with something more sky-like where it would fit in more, or at least have support beams, anything to get rid of that slightly unrealistic value to the game, whereas everything else had a realistic concept to it.

Sound was amazing and fit right in with the assassin feel (portrayed by the character) and was intense, but the game failed to deliver any sound effects, at least from what I can tell there were none, but I guess it’s up to the developer if they want to emphasize on music or on sound effects, so I can’t blame the developer when you have such terrific music to rid sound effects that could blare over the background music (really, in most cases, it’s one or the other, sound effects or background music, and rarely have I seen a game introduce both and pull it off perfectly or even on a standard, good level.)

Another terrific thing that this game pulled off was the difficulty ramp, which was perfectly executed and allowed new users to ease into the game without difficulty and then progress and reach more advanced levels over the course of the campaign. I’ve seen some games that just dump their users in the middle of a tough level (as the first level) and obviously those are the games that frustrate people, force them to quit and overall dislike the game, since you have to learn how to play the game before playing it. Overall the difficulty ramp was perfect, it let the users be introduced to the game and over the course of time become better at the game and reach more complex levels.

The replay value was tremendous in my opinion, there were achievements, there were level builders and creators, featured, was also user submitted levels, there was a gauntlet and overall, replay value to the game and campaign itself. With so many features, it hard to argue that there isn’t replay value, you’ll be back for this game if you liked the campaign for sure! The level builder itself was awesome and allowed room for creativity, which also allowed you to share your levels with others and show off your levels. The gauntlet was tough and you’ll definitely want to complete the campaign before attempting the gauntlet to get familiarized with Visible. Overall, the replay value for this game was terrific and it’ll be awesome for everyone that enjoyed the game and wants to come back for a seconds.

All in all, Visible was an absolutely amazing game, that included a unique puzzler, platformer theme. The graphics were excellent, such as the character and the items, which looks professional and well animated beautifully. The only thing in my opinion, that made the game less visually appealing, were the walls, because they were far too simple for the intricate designs and backgrounds to fit in with the rest of the scene. The background music fit in perfectly with the whole stealthy assassin concept and the background music was also energizing and exciting. The difficulty ramp was perfect and allowed the users to ease into the game. The replay value was amazing, considering there was so much to do, build levels, share the levels, achievements, a gauntlet and the obviously the campaign are going to make you want to come back for more. Overall, Visible was absolutely amazing in so many ways and if you have a couple of minutes, then you should check out Visible a free online game, on Kongregate! [Play Visible]

[Play Alice is Dead – Ep 3] Game Description: After successfully assassinating Alice, but unfortunately, later, losing your memory and being imprisoned in jail you must find out about your past and the secrets it beholds. Alice is Dead is an addictive point and click puzzler with an in-depth storyline, that holds a mysterious presence! [Play Alice is Dead – Ep 3]

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About Kongregate

A better description of this site, may just be understanding what Kongregate is. Kongregate is a large social gaming site, which incorporates an idea somewhat like Mircosoft's XBox 360 achievement system, where users complete a task and are rewarded with points which can be used for multiple rewards (bragging rights, early game beta access, etc.) Kongregate also holds challenges and events every week.
One of the sweetest things about Kongregate is that developers can earn add revenue from there games! Once you upload your game to Kongregate, you are automatically entered into a contest for the best game of the month for 1500$, or the weekly 250$.
Kongregate is also largely community based, there are over 1.5 million people, letting their voices be heard throughout the fourms and over 3 million members world-wide.

Kongai

Kongia, is Kongregate's CCG. It is a battle-oriented game designed for those who feel right at home snuggled up in their opponent's brain, as it favors mind-game mastery over brute power or luck. Assemble a team of combatants among the characters and weapons you've unlocked on Kongregate, then head for the battlefield and face off against fellow Kongregate players.

Despite the depth of the game's strategy, its simple rules, starter decks and an upcoming skill-matching system make it easy for anyone to start up a game and play within minutes.

These cards are earned by completing challenges around Kongregate, scroll down to see this week's challenge!

Current Challenge

Slaughter for My Daughter Challenge

Robot Wants Destruction Challenge

Play This Week’s Kongregate Challenge Game

What are Challenges?

Each week Kongregate features a time-limited Challenge that you can complete to win prizes like points, Kongai cards and raffle entries. Challenges typically begin just before each weekend and are always displayed on the homepage.